Wraith, Oathrot

Oathrot Wraith

Medium undead, neutral evil
Armor Class 12
Hit Points 52 (8d8 +16)
Speed 0 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA
6 (−2) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 15 (+2)

Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life
Challenge 4 (1,100 XP)

Aura of Oathbreaking. Any creature that begins its turn within 30 ft. of the oathrot wraith must make a DC 13 Charisma saving throw. On a failed save, the creature becomes cursed. While cursed, the creature loses its resolve in important beliefs and oaths it has taken. To represent this, the creature loses any proficiency bonus it has to its saving throws. A creature that successfully saves against this ability is immune to the effects of this creature’s aura for 24 hours.

Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Oathseeker. The oathrot wraith automatically senses the presence and precise location of paladins and clerics within 100 ft.

Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 20 (4d8 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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